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SplashList: Difference between revisions

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en>EvilRenegade
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This is a list of animations the game will use whenever a warhead with {{TTL|Conventional|yes}} detonates on a tile that contains {{TTL|Land|Water}}.
This is a list of animations the game will use whenever a warhead with {{f|Conventional|yes|link}} detonates on a tile that contains {{f|Land|Water|link}}.


An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the {{TTL|Damage}} of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.
An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the {{f|Damage|link}} of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.


If an animation is triggered over a tile with {{TTL|Land|Water}}, then one of two things can happen:
If an animation is triggered over a tile with {{f|Land|Water|link}}, then one of two things can happen:
* If the animation has {{TTL|IsMeteor|yes}}, then the last entry of <tt>SplashList</tt> will <i>always</i> be used.
* If the animation has {{f|IsMeteor|yes|link}}, then the last entry of <tt>SplashList</tt> will <i>always</i> be used.
* If this is not the case, the first entry of <tt>SplashList</tt> will be used, provided that there is not an {{TTL|ExpireAnim}} on this animation.
* If this is not the case, the first entry of <tt>SplashList</tt> will be used, provided that there is not an {{f|ExpireAnim|link}} on this animation.

Revision as of 10:35, 27 November 2009

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
Flag: SplashList
File(s): rules(md).ini
Values: Strings: Normal text. (Limited to: Animations)
Applicable to: CombatDamage


This is a list of animations the game will use whenever a warhead with Conventional=yes detonates on a tile that contains Land=Water.

An unlimited number of animations can be accepted in this flag. An animation is chosen depending on the Damage of the warhead's weapon by dividing this damage by 35, then rounding down to an integer to form a zero-based index.

If an animation is triggered over a tile with Land=Water, then one of two things can happen:

  • If the animation has IsMeteor=yes, then the last entry of SplashList will always be used.
  • If this is not the case, the first entry of SplashList will be used, provided that there is not an ExpireAnim on this animation.